using UnityEngine;
using System;

[RequireComponent(typeof(ActorController))]

public class AnimationControllerIOS : AnimationController
{
	public AnimationControllerIOS ()
	{
		
		
	}
	override protected void UpdateAnimaiton()
	{
		ActorController controller = (ActorController)GetComponent("ActorController");
		
		isIdle = false;
		
		switch(controller.actorState.animState)
		{
			case AnimationState.Idle:
			if(controller.actorState.actionState == ActionState.Idle)
				isIdle = true;
				
			break;
			case AnimationState.Jump:
				animation.Play("Jump");
			break;
			case AnimationState.Walk:
				animation.Blend("Walk");
			break;
			case AnimationState.Action:
				//giving control to Script/Action object
			break;
			
		}
	}
		                               
}


